Idea for PVP --- Surrendering

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Idea for PVP --- Surrendering

Postby Dimlight » Sun Jan 02, 2022 5:35 pm

I thought of this idea recently, where while you are in combat with another player you can "Surrender" and doing so will drop all items on the ground or if on water in a menu to the aggressor, and then teleport the victim who surrendered to their hearth fire with a 5minute immunity to pvp and can't engage in pvp either, and also have a 24 hour or 1 week 50% stat debuff (debatable) with a quest system to shorten the timer. The aggressor(s) would also get any available unspent LP from the victim split between them all, and the victim loses all unspent LP.

This idea still rewards PVPers and gives non-PVPers a chance to get away and survive, but at a cost. Death can still happen, if you do not Surrender or die in PVE, since you will only be able to use this in a PVP instance with another player. It can be used as a magic that is unlockable or a skill and would have major consequences of Surrendering. This will also give whatever keys you have on you at the time to the aggressor, so make sure you change your gates or not carry your keys!

This Surrender could have a 6-hour cooldown(debatable) so if you engage soon after you surrender once, you will not be able to surrender again.



Thoughts and ideas to improve this thought? I personally think this could be a solution for both PVPers and PVEers as well as combat the "grief" issue by still being able to fight them and have them teleport back to their hearth.

Updates:

Maybe instead of debuffs to stats make it set your hhp to 1, and it could be a new wound for surrendering to the aggressor that slowly recovers 1 hp every 5-10 minutes or 1% of the wound total every 30min depending on which is faster. You will also keep all wounds you had before KO, the new wound is any HHP you would have had after the KO.

We could also set it to be a toggle for if you would get KOed in PVP then it would trigger the surrender, which will TP you back to hearth when you would wake up and grant immunity to murder while KOed.

Maybe also have a message shouted in the region/faction chat that "Victum" has surrendered to the might of "Person who delt most damage" or something along those lines.

Thoughts?
Last edited by Dimlight on Thu Jan 06, 2022 4:44 am, edited 2 times in total.
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Re: Idea for PVP --- Surrendering

Postby SnuggleSnail » Sun Jan 02, 2022 5:40 pm

learn to fight or die
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Re: Idea for PVP --- Surrendering

Postby Nightdawg » Sun Jan 02, 2022 5:58 pm

Wounds seem to be so cancer when you're not wearing armour, to the extent of which this person decided that a week with 50% stats would be better than having a wretched gore.

PvP is also so cancer for new people, that they'd rather do this kind of crap than to engage into it. Thoughts?
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Re: Idea for PVP --- Surrendering

Postby Fostik » Sun Jan 02, 2022 6:01 pm

Dimlight wrote:The aggressor(s) would also get any available unspent LP from the victim split between them all, and the victim loses all unspent LP.


I assume this section will be mandatory for this mechanic for most PvPes as a ransom from inability to kill hermits.

This will just make PvP interactions mandatory for everyone, which will force everyone to hunt other players and start hermit xenodice, and will also motivate numerous raids, like crushing a nut for own development boost.
Sometimes newbies does not even understand that things that they want will destroy their game experience entirely.
Last edited by Fostik on Sun Jan 02, 2022 6:08 pm, edited 2 times in total.
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Re: Idea for PVP --- Surrendering

Postby fallout » Sun Jan 02, 2022 6:02 pm

Just get knocked out, there's plenty of ancient roots around for you to find. Never give snuggle your hat
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Re: Idea for PVP --- Surrendering

Postby Dimlight » Sun Jan 02, 2022 6:17 pm

Nightdawg wrote:Wounds seem to be so cancer when you're not wearing armour, to the extent of which this person decided that a week with 50% stats would be better than having a wretched gore.

PvP is also so cancer for new people, that they'd rather do this kind of crap than to engage into it. Thoughts?



The 50% is debatable, can be less. This is just to circumvent Murder and losing your character, which is what everyone is worried about. If you can fight back then fight back lol, and this is supposed to be a worse option than just a wound, so that you are not always using it. It is an option that you have, and it could be enabled to be once you are knocked out you surrender so you can't get murdered, this thread is to discuss the idea of Surrendering and not be whatever I initially posted xD
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Re: Idea for PVP --- Surrendering

Postby Dimlight » Sun Jan 02, 2022 6:17 pm

fallout wrote:Just get knocked out, there's plenty of ancient roots around for you to find. Never give snuggle your hat


What about Murder then?
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Re: Idea for PVP --- Surrendering

Postby Dimlight » Sun Jan 02, 2022 6:27 pm

Fostik wrote:
Dimlight wrote:The aggressor(s) would also get any available unspent LP from the victim split between them all, and the victim loses all unspent LP.


I assume this section will be mandatory for this mechanic for most PvPes as a ransom from inability to kill hermits.

This will just make PvP interactions mandatory for everyone, which will force everyone to hunt other players and start hermit xenodice, and will also motivate numerous raids, like crushing a nut for own development boost.
Sometimes newbies does not even understand that things that they want will destroy their game experience entirely.



There will need to be some sort of reward for the PVPer, they already get rewarded one way currently, just need to find another way to reward them, as well as appease the non-PVPers in some way. and it doesnt have to be LP, and if this will "force" everyone and make PVP mandatory I dont see it, you will need to explain that one. This makes combat worse immediately and people can still die with only having one Surrender available a day, and their combat stats are reduced by half anyway so they won't be able to effectively fight again and if they do, they WILL die. Nothing much changes except a hermit living from a roaming PVPer, and the PVPer gains just as much as if they killed them. Faction V Faction PVP won't change much, maybe a person doesn't lose a character right away, and there will still be casualties, jsut not as much. Will make faction pvp a lot more interesting and engaging for people that wouldnt normally attepmt it. This can also get non-PVPers a chance to try out PVP without losing their character in a real situation.
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Re: Idea for PVP --- Surrendering

Postby terechgracz » Sun Jan 02, 2022 6:43 pm

Bad idea. Just remove dying.
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Re: Idea for PVP --- Surrendering

Postby noindyfikator » Sun Jan 02, 2022 7:01 pm

terechgracz wrote:Bad idea. Just remove dying.


no, dying is a part of this game from beginning
W3 - W10 - Hermit / small plots with spruces
W11 - The Friend Zone
W12 - KoA aka Kingdom of Ashes
W13 - Monke
W14 - Alpaca Farm aka Animal Planet
W15 - Whatever Bay - The Greatest Siege Defense Victory in Haven History - https://www.youtube.com/watch?v=KhyUveSeZ0Q
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